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b00tsy

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Everything posted by b00tsy

  1. There was not an arma3 'user mission' section yesterday. The mods are free to move it to the new section.
  2. Has nothing to do with being an elitist, cos I am far from that. But it has something to do about that it attracts bunny hopping teenagers not interested in (and not mature enough) military and realistic gameplay, yet they infest the military servers thinking they know it all or don't care and therefor start grieving/trolling etc. We have seen that for the last year. If it will be the same crap as we had with dayz then for me the game (online) will be pretty much ruined. And this is day 1 of the alpha, within 24 hours the first frikkin zombie mod appears! And that creator of the mod does not give a damn about arma either cos zombie stuff is the only thing he releases. I have played on public server with much pleasure and with good crowd till the zombie hype started. ArmA is rated for 18+ I believe, but add zombies and you will get 12 year old bunny hoppers with a strategic and tactical insight of a chicken.
  3. You want to hear something really sad? The first zombie mod has already been released. Not even 1 day of alpha or the zombies (and zombie crowd) start infesting the military simulator again.
  4. Hi guys, as there is no 'sp' option yet in the alpha you can play it in multiplayer as a single player mission! If you guys rather have the mission map so that you can play it in the editor then I will upload that too :) Some more bigger proper missions are one the way in the upcoming weeks!
  5. b00tsy

    How good is the AI...?

    The AI seems to use better cover now and they seem to be smarter and flank you more. I also notice that they still walk through walls with some buildings (shacks), instead of walking around the building they just go straight through the wall. Also they walk through doors without opening them. Overall they seem more nasty now.
  6. I got it running now woot! Found a bug report where the dev/admin mentioned to add -nobenchmark in the startup line and that fixed it for me.
  7. Who was the guy btw that said 'if you can run arma 2 you will also be able to run arma 3'. I like to shoot him :) Anyway, I have given up after 4 hours of trying. Hope there will be a patch for it in the upcoming week(s). p.s. Steam does not have the launch option on arma3 where you can select windowed mode before running it. I added '-windowed=1' in the startup, but it still starts fullscreen (till it crashes).
  8. b00tsy

    Arma 3 Alpha won't start

    Tried everything I could think of too, nothing works. It is also not a Steam issue as others don't have any problems on Steam. Only thing left is a re-install, but doubt that will make a difference. Even tried messing with the properties of the exe and tried it with 640x480 resolution, admin rights, xp mode.
  9. At least you can play it, some others can't get further then a black screen :)
  10. Dito, I press play (on steam) get the startup thingy and then a blackscreen and a crash to desktop. It's a Nvidia driver timeout ID: 4101 It doesnt help that the first run starts with max settings automatically and full screen. Tried to change startup settings, messed with Nvidia control panel, edited the settings file 'my documents'(copy/pasted settings from arma-oa), but still no go. I'm updating the drivers now see if that helps. I could barely run arma 2 so was already afraid this would happen.
  11. b00tsy

    Funny & interesting videos

    cyid4Ctw0g0 A Google Earth video I made of North Korean military targets as a response to their latest propaganda video.
  12. This version is without respawn already. Well you respawn as a bird. You still have wings! :)
  13. It's one of the few missions I made I am actually happy about myself, even though it is pretty basic setup with almost no scripting. The coop is now more as how the SP version was, lots of flaring and evading to make it to the end alive :)
  14. New update! Before the ArmA3 alpha gets rolling I thought I update a few of my missions some more, cos I will be spending a lot of time in the alpha doubt (if my machine can actually run it) :) So I have updated this mission just now, one of the missions I still regularly play myself. I also will be updating my mission 'Silent Justice' and probably 'Pre-emptive Strike' before I hop on to ArmA3, unless I need to buy a new PC for it lol. update notes: Version 1.82: - I have rededuced the amount of hostile aircrafts a bit. - Added nice intro music (on the background - low volume) - Removed the Takistan SU34's (cos they suck) and replaced them with the Russian Su34's (cos the kick ass). Dogfighting will now be a lot more fun as these Russian versions are fast and highly maneuverable. - Eddited the win condition. Before you could basically end the mission at any time, now all objectives needs to be completed to be able to finish the mission. - Fixed the C130 objective. You will no longer get a 'destroyed' message while the C130 is still in the air. - Some other general tweaks The download link is in the opening post.
  15. b00tsy

    Organized Alpha Coop

    I think that any thread/topic that gets actively posted in (active discussion) is a thread that should stay open. Even if it is a duplicate or if there are 10 other similar threads. Thats the point of a forum right, to have open discussions, locking threads is the opposite of that. As long as a thread stays within the general forum rules and there is no bashing going on and the thread is active I see no reason for closed threads. But I am sure the moderators don't agree with that :)
  16. b00tsy

    Sad Day for race fans..8(

    I thought it was about racing, but it is about NASCAR. Middle aged men driving in circles.
  17. Yes you can place more then one static weapon, you need to edit a few little things. THis is my edited version: *I have changed sqf name and the unit name in the script so will have to change that back. The unit name in this script is 'Eng1'. //unit init: _null = [[["mash",0]],this,"start", 9] execVM "deploy.sqf"; this setGroupid ["Bravo 1"]; //init.sqf: DMZ_Deploy_Static = []; _anim = "AmovPercMstpSrasWrflDnon_AinvPknlMstpSlayWrflDnon"; // this is the transition animation used, change to whatever transition animation desired. other animations found here: [url]http://community.bistudio.com/wiki/ArmA2:_Moves[/url] - or search armaholic for animationviewer. _timer = 0; // this is the life the static has in seconds before it will despawn automatically and give the user the ability back, set to 0 for never, (default 0 = no timer, needs to be undeployed). _buildTimer = 2; // this is the timer to assemble/disassemble, set to 10 for now to show bar correctly. _mount = false; // set this to true to imediatly move in as gunner after build is completed. waitUntil {!isNil ("DMZ_Deploy_Static")}; _unit = _this select 1; if (_unit != Eng1) exitWith {}; // deploy/undeploy show progress function. _build = { _unit = _this select 0; if (_unit != Eng1) exitWith {}; _anim = _this select 1; _timer = _this select 2; _perc = _timer/10; _sel = 0; if ("teardown" in _this) then {_sel = 9}; _bar = [["|________"], ["||________"], ["|||_______"], ["||||______"], ["|||||_____"], ["||||||____"], ["|||||||___"], ["||||||||__"], ["|||||||||_"], ["||||||||||"]]; _unit playMove _anim; waitUntil {(animationState _unit) == _anim}; waitUntil {(animationState _unit) != _anim}; //_state = (animationState _unit); // use to dynamically get end anim of animation transition used, for now its hardcoded below. _state = "ainvpknlmstpslaywrfldnon"; while {_timer != 0} do { if ((animationState _unit) == _state) then { _text = format["Building %1 \n %2 \n \n move to abort",(_this select 3),(_bar select _sel)]; cutText [_text,"PLAIN",0]; // this is for text center screen, wich will disapear after completion. //hintSilent _text; // this is for discrete hint in top right corner, wich will stay long time after completion. if ("teardown" in _this) then {_sel = _sel - 1} else {_sel = _sel + 1}; sleep 1; _timer = _timer - 1; } else { _timer = 0; _unit setVariable ["abort", false, true]; _unit setVariable ["static", true, true]; waitUntil {!(_unit getVariable ["abort", true])}; }; cutText ["","PLAIN",2]; }; }; // status check function. _statusChk = { if (_this != Eng1) exitWith {}; _type = "none"; _wep = "none"; _uid = "none"; if (_this in playableUnits) then {_uid = getPlayerUID _this} else {_uid = vehicleVarName _this}; {if (_uid in _x) then {_type = _x select 1;_wep = _x select 2}} foreach DMZ_Deploy_Static; [_type,_wep] }; // status change function. _status_change = { {if ((_this select 0) in _x) then {_x set [2,(_this select 1)]}} foreach DMZ_Deploy_Static; publicVariable "DMZ_Deploy_Static"; }; _uid = "none"; if (Eng1 in playableUnits) then {_uid = getPlayerUID player} else {_uid = vehicleVarName Eng1}; if ("start" in _this) then { _type = []; _wep = "not"; if ((count DMZ_Deploy_Static) != 0 AND ({_uid in _x} count DMZ_Deploy_Static) != 0) then { while {alive _unit AND _wep != "none"} do { _ret = _unit call _statusChk; _type = _ret select 0; _wep = _ret select 1; sleep 1; }; } else { _type = _this select 0; DMZ_Deploy_Static = DMZ_Deploy_Static + [[_uid,_type,"none"]]; publicVariable "DMZ_Deploy_Static"; if (_unit in playableUnits) then { _idx = _unit addMPEventHandler ["MPRespawn", { _unit = _this select 0; _null = _unit spawn { waitUntil {alive _this}; if (_this != Eng1) exitWith {}; _uid = "none"; if (_this in playableUnits) then {_uid = getPlayerUID _this} else {_uid = vehicleVarName _this}; _wep = "none"; _type = []; _loop = true; while {_loop} do { {if (_uid in _x) then {_type = _x select 1;_wep = _x select 2;if (_wep == "none") then { _loop = false}}} foreach DMZ_Deploy_Static; sleep 1; }; _null = [_type,Eng1,"start"] execVM "deploy_engineer1.sqf"; }; }]; }; }; if (alive _unit) then { Eng1 setVariable ["static", true, true]; { _dir = 0; _obj = _x select 0; if ((count _x) == 2) then {_dir = _x select 1}; _vDName = getText(configFile >> "cfgVehicles" >> _obj >> "displayName"); _name = format["<t color = '#0000FF'>Build %1</t>",_vDName]; _id = Eng1 addAction [_name, "deploy_engineer1.sqf", [_obj,_vDName,_dir,"deploy"], 1, false, true, "", "alive _this AND (vehicle _this) == _this AND _target == _this AND _this getVariable ['static', true]"]; } foreach _type; }; } else { _obj = _this select 0; _id = _this select 2; _arg = _this select 3; if ("deploy" in _arg) then { _unit setVariable ["static", false, true]; _dir = getDir _unit; _pos = getPos _unit; _cd = _dir mod 360; _newX = (_pos select 0) + (sin _cd * 1); _newY = (_pos select 1) + (cos _cd * 1); _newZ = (_pos select 2)-0.03; //Switch for single build or multi build (fals,true) is single, (true,true) is multi _unit setVariable ["static", true, true]; _action = [_unit,_anim,_buildTimer,(_arg select 1)] spawn _build; waitUntil {scriptDone _action}; if (_unit getVariable ["abort", true]) then { _vName = format["DMZ_Static_Weapon_%1",_unit]; _wep = createVehicle [(_arg select 0), [0,0,500], [], 0, "NONE"]; _wep SetVehicleVarName _vName; _wep Call Compile Format ["%1=_This ; PublicVariable ""%1""",_vName]; // _marker = createMarker[_vName,[0,0,0]]; // _marker setMarkerShape "ICON"; // _marker setMarkerType "DOT"; // _marker setMarkerColor "ColorBlue"; // _vDName = format["%1s %2",(name Eng1),(getText(configFile >> "cfgVehicles" >> (typeOf _wep) >> "displayName"))]; // _marker setMarkerText _vDName; _null = [_uid,(vehicleVarName _wep)] spawn _status_change; if (_timer != 0) then { _null = [_wep,_unit,_timer,_uid,_marker] spawn { _obj = _this select 0; _unit = _this select 1; _uid = _this select 3; sleep (_this select 2); if (!isNull _obj) then {deleteVehicle _obj}; deleteMarker (_this select 4); _unit setVariable ["static", true, true]; {if (_uid in _x) then {_x set [2, "none"]}} foreach DMZ_Deploy_Static; publicVariable "DMZ_Deploy_Static"; }; }; if ((count _Arg) == 4) then {_dir = _dir + (_arg select 2)}; _wep setDir _dir; _wep setPos [_newX,_newY,_newZ]; _con = format["_this == %1 AND (vehicle _this) == _this",_unit]; _wep addAction ["Remove fortification", "deploy_engineer1.sqf",[], 1, false, true, "", _con]; if (_mount) then {_unit assignAsGunner _wep; _unit moveInGunner _wep}; _marker setMarkerPos (getPos _wep); } else { // hint "static setup aborted"; _unit setVariable ["static", true, true]; _unit setVariable ["abort", true, true]; }; } else { _action = [_unit,_anim,_buildTimer,(typeOf _obj),"teardown"] spawn _build; waitUntil {scriptDone _action}; if (_unit getVariable ["abort", true]) then { deleteMarker (vehicleVarName _obj); deleteVehicle _obj; _unit setVariable ["static", true, true]; _null = [_uid,"none"] spawn _status_change; }; }; };
  18. Yeah the TVT Domi version I really liked. The few servers I played it on were often filled with players messing up the bases or hacking the shit out of the server though. But 2 teams and 2 bases is cool, the ao's can be even left out if it's up to me and just make it a capture the base mission.
  19. First thing I will do before start up is placing a fire extinguisher next to my pc in case I see smoke coming out of it. If not, then I will go to the editor, place a man on the map and start exploring the island and be amazed with hopefully decent settings.. And go for a swim and look at corals and fishes!
  20. For a good intro pic you use 1024x2048, otherwise the resolution will be very low and blurry. Or embed the smaller picture onto a black background of the size mentioned. "my pic size is 1023x635" That size will not work, it has to be one of the sizes mentioned above. And for pic editing you can use Gimp or Paint.net, both are good free programs that can do quite a lot of other things besides resizing.
  21. Sounds like a full time job. The OP does not realize I think how much time mission making/scripting is, not only that , he also would like to have good thought out story-lines with the missions (every week). The 'top' mission maker he is looking for will not ask 10 dollars for many hours work no doubt :)
  22. loadScreen = "picture_name.jpg"; class CfgSounds { sounds[] = {}; class sounds_01 { name = "sounds_01"; sound[] = {"sound_01.ogg", 1, 1}; titles[] = {}; };
  23. b00tsy

    ARMA 3 donation

    And buy me a decent pc that is up for the job, the crisis has been a biach to me. It may even be a secondhand one or one that fell of a truck :ok: I like the idea of you buying the first 500 alpha copies. Pretty funny to see the same name 500 times in the end credits lol.
  24. Actually I just made a large TVT mission like that and with limited non respawning resources for both teams. I might port that over and maybe some better scripters and mission makers will pick up on that and create an improved version of it. I wish I had a talent for scripting, Ideas enough!
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